My pledge has just been taken. I really enjoyed watching you play. The game looks great and i can't wait to get it. It'll sit proudly next to my KS of HELLBOY,Oathsworn and Stormsunder. 😎
If an enemy is counter-attacking a spell, is the hero's defense considered? I can not find an answer to this question anywhere. I know that when attacking with a spell, the damage is done directly to the enemy as it breaks through their shield. However, when I calculate the return modifier assuming the enemy survived, does their attack also break directly through my shield - or does my defense soften the blow as if the enemy is melee attacking me?
Hy! I guess you playtested the final version a lot. Around how hard is the game? I mean, how many solo, two player or more player games did you guys lose while playtesting? I'm a little bit concerned, that the game is too easy.
That's why you need to pledge for Kickstarters at certain intervals, to always have something coming in the next few months. Non-stop Kickstarters to kickstart you during moments of despair, when all other lights go out.
Just do what all Kickstarter dweebs do: 1. Act excited when you pledge 2. Piss, moan and complain every day afterwards about everything. 3. Repeat steps 1-3
At timestamp around 31 minutes, The dwarf rested and then moved him to Boomy, Dropped his throwing axes, and shield bashed boomy as a “free action”. I thought the rules says that after you rest from being unconscious, you cann’t take any free action on that turn. You can only move. Did this rule come out After this video?
But he wasn't unconscious, still had 3 health points. So it's fine. Edit:Ok you were right, but it's 27:20 I watched 31:00 where he rested without beeing KO
Towards the end, could Ulessa have gotten onto the Lair to help Thordin there by using the blue tunnel (sorry I forgot the name) in the lower right corner rather than going the long way from the entrance?
The Dungeon Crawler (goblin) would get a turn if the torch moved onto the red square with eyes, then doing 2 damage. Other time would be if the attack wasn't successful and the goblin would counter attack.
We don't have the rules yet. But I hope the rules apply that on Act 2 the Torch Down roll on the Boss die is only activating his special attack and not moving the torch down on the tracker in addition. To be attacked AND torched down doesn't make sense - it's way too much. If the rules are put in such a brutal way I am going to house rule it for sure - only boss attack and not a torch down. I hope the rules will be sensible.
It is a 1/6 every roll, it was rolled three times in act 2, one of the rolls was against two enemies, and during that roll, it wouldn't have activated had she killed the enemies, which was a relatively easy skill check that was failed. The odds of all that happening is very slim. With that said, they were still somewhat close to winning. If you want to house rule that you can never lose, I guess that makes sense, but it appears balanced enough imo.
When Thordin discovered the vine trap I don’t think he needed to hit a 7. He needed to hit a 6. I think the only time you need to be above the check is if you’re going up a goblin or a minion
There needs to be a way to negate being 'surprised' when there's a goblin in a room... It makes it seem like these explorers/adventurers are absolute newbies and have never been on a quest before. You'd think they'd be used to ambushes, or at least would be in a 'ready for anything' mindset delving deep into a dungeon...
That room requires an Intellect check of 4 and if passed, spend 4 Focus to increase the Torch by 2. Thordin used his action to rest/stand up, so he couldn't do that check. But even if he wasn't down, he only has 1 die for that check (50% chance to succeed) and only has 3 Focus anyway.
1st question: Shield bash says to spend 3 focus and you spent always 5 focus. Why? 2nd question: I saw that in every turn you keep moving even though you make one (any) action. So is this the rule because in some other previews and playthroughs that didn't happen and players stopped after their one action. Thank you in advance and I hope soon to have the rules in our e-mails (I am a backer).
Sorry that I am answering you - I hope Sam answers you himself as well. But until then my take on it: 1. An oversight. 2. You can move and then take an action OR take an action and then move. But you cannot split between them (so if you move and take action you cannot continue your unspent movement - it's done if you took action).
It’s weird because the official appendix for the hero states 5 focus as well which does not match the card at all. I’m assuming this is where he got that number from
So I also noticed pulley system room was different than the official appendix so that got me curious to check my game. It seems he is using an early/outdated version of the game as my thordin matches the -5 focus
I think that as soon as the 49 minutes mark in the video the game was lost. The reason I think that? Even if you would have been able to reduce the 2 life bar you need a minimum of 8 enemy phase for the dungeon boss to activate and move (one to leave his lair and the seven other to go to the stair for the ritual) There may be some thing that i don't quite understand yet but, thanks to the unfortunate dungeon composition, you were kinda doomed from the start of the boss fight. I think there should be some way to increase the light in that second phase beside defeating minion. In any case, I,m still really excited for that game. I know that some thing can change here or there but the game look fun
so what is the reasoning behind laying out all the possible room tiles before they are explored? What happens when you get to a point that you want to keep exploring and there are no more tiles to draw from? I have Masmorra, which uses a similar system to build the maps, but their design of only drawing the tile when you move into the next room seems to make a lot more sense to me than having to lay out a bunch of useless tiles face down that may never get explored. Is there a reason for doing this that I'm missing?
1. Since the Torch-Tracker is consisting of 2, 3 or 4 players obviously the game needs at least 2 heroes. 2. Also it's really hard to survive with a single hero since when you are knocked down you need a teammate to be in your tile in order to stop an enemy from finishing you (and all players/heroes losing the game immediately), so playing a single hero would be a nightmare to stay alive. - However even 2 Heroes is not optimal. Because: 3. How the item Sets works is you generally have sets revolving around one of the Stats. The Stats are three types (Strength, Dexterity and Intelligence) but if you have only 2 heroes you will often draw items based on Stat that your Hero(s) doesn't have and you don't need these items. But if you have 3 or 4 heroes (and you pick them covering all the Stats) you will always draw an item with a Stats that you can make good use of. 4. I play a lot of co-op games with 4 heroes. And I play them mostly solo. My experience shows that playing all the heroes even when you play solo is the best way to experience the game. Despite the fact the games are scaling the difficulty for less heroes, still more heroes gives you more map/dungeon control. And also more heroes gives you more diversity of abilities, items, actions and overall gameplay. So I definitely would advice you to play as many heroes you are allowed to.
Not necessarily. This video was from when the Kickstarter first launched. They probably made tweaks since. Making a video then was a terrible idea though.
At 35:21, would Thordin be able to use his Shield Bash when he has the Spiked Buckler equipped? Wouldn't Spiked Buckler hide the Shield Bash?
48:54 sam: that's why I love the area spell...
49:13 sam: that was not the roll [...]
49:50 sam: oh no!! oh no! oh no!! I may just lost...
@35:18 Should have ditched the buckler to be able to use that bash ability.
You are right! Good catch!
My pledge has just been taken.
I really enjoyed watching you play.
The game looks great and i can't wait to get it.
It'll sit proudly next to my KS of HELLBOY,Oathsworn and Stormsunder. 😎
At 20:15 Thordin kills the skeleton minion and then moves away, but any heroic action ends movement as far as I'm aware, so he'd be stuck there.
If an enemy is counter-attacking a spell, is the hero's defense considered?
I can not find an answer to this question anywhere. I know that when attacking with a spell, the damage is done directly to the enemy as it breaks through their shield. However, when I calculate the return modifier assuming the enemy survived, does their attack also break directly through my shield - or does my defense soften the blow as if the enemy is melee attacking me?
Isn't Thordin's Shield Bash cost 3 stamina instead of 5? 🤔
"Why, at 28:10, did you use a free action right after using the heroic action of resting? Isn't that not allowed according to the rules?"
28:13 You cannot perform Free Actions if you started your turn unconscious according to rules.
Hy! I guess you playtested the final version a lot. Around how hard is the game? I mean, how many solo, two player or more player games did you guys lose while playtesting? I'm a little bit concerned, that the game is too easy.
December is so far away 😢
That's why you need to pledge for Kickstarters at certain intervals, to always have something coming in the next few months. Non-stop Kickstarters to kickstart you during moments of despair, when all other lights go out.
That said, I'd recommend getting Deckbox Dungeons while you're waiting. It was a Kickstarter.
Just do what all Kickstarter dweebs do:
1. Act excited when you pledge
2. Piss, moan and complain every day afterwards about everything.
3. Repeat steps 1-3
@@SunSailandSand Hmm. Why don't you leave RUclips.
17:50 you can First add focus from dice then spent it on spell? Not other way around?
@22:18 Ulesssa’s health token was on 1, not 2.
At timestamp around 31 minutes, The dwarf rested and then moved him to Boomy, Dropped his throwing axes, and shield bashed boomy as a “free action”. I thought the rules says that after you rest from being unconscious, you cann’t take any free action on that turn. You can only move. Did this rule come out After this video?
Nope he just did it wrong because I just bought the game and my rules say only movement after being KO'd with no other actions including free actions.
But he wasn't unconscious, still had 3 health points. So it's fine.
Edit:Ok you were right, but it's 27:20
I watched 31:00 where he rested without beeing KO
49:10 one roll to ruin them all.
Towards the end, could Ulessa have gotten onto the Lair to help Thordin there by using the blue tunnel (sorry I forgot the name) in the lower right corner rather than going the long way from the entrance?
"A portal may be used to move to the Lair
Door Card BUT NOT onto the Boss Mat itself." So it may not have been worth the Focus cost.
22:00 dwarf ends his turn and you add a goblin, due to torch movement.
Before the Cleric goes, wouldn’t the Dungeon Crawler have gotten a turn?
The Dungeon Crawler (goblin) would get a turn if the torch moved onto the red square with eyes, then doing 2 damage. Other time would be if the attack wasn't successful and the goblin would counter attack.
I like the colored miniatures!
You racist!!!!
@2:00 can you use free actions when you are alone (no other heroes) in a room with an enemy?
@40:10 shouldn't the torch move down cause you failed ;-)
Correct! We can’t all be perfect all of the time, right?
We don't have the rules yet. But I hope the rules apply that on Act 2 the Torch Down roll on the Boss die is only activating his special attack and not moving the torch down on the tracker in addition. To be attacked AND torched down doesn't make sense - it's way too much. If the rules are put in such a brutal way I am going to house rule it for sure - only boss attack and not a torch down. I hope the rules will be sensible.
It is a 1/6 every roll, it was rolled three times in act 2, one of the rolls was against two enemies, and during that roll, it wouldn't have activated had she killed the enemies, which was a relatively easy skill check that was failed. The odds of all that happening is very slim. With that said, they were still somewhat close to winning. If you want to house rule that you can never lose, I guess that makes sense, but it appears balanced enough imo.
When Thordin discovered the vine trap I don’t think he needed to hit a 7. He needed to hit a 6. I think the only time you need to be above the check is if you’re going up a goblin or a minion
Game then was probably different than it is now. They probably did tweaks
There needs to be a way to negate being 'surprised' when there's a goblin in a room... It makes it seem like these explorers/adventurers are absolute newbies and have never been on a quest before. You'd think they'd be used to ambushes, or at least would be in a 'ready for anything' mindset delving deep into a dungeon...
A setup video would be helpful. All the demos and playthrus start with "we have already setup the game..."
Dwarf on his last turn might of made it to the first room you went to which increases torch light by 6 I think you said?
That room requires an Intellect check of 4 and if passed, spend 4 Focus to increase the Torch by 2. Thordin used his action to rest/stand up, so he couldn't do that check. But even if he wasn't down, he only has 1 die for that check (50% chance to succeed) and only has 3 Focus anyway.
Triple 1. I once rolled 11 dice and got seven 1's.Beat that! 😂
If you have only 1 Move left, and use it to reveal a dungeon room (leaving you with 0 Move), are you still required to move into the revealed room?
1st question: Shield bash says to spend 3 focus and you spent always 5 focus. Why?
2nd question: I saw that in every turn you keep moving even though you make one (any) action. So is this the rule because in some other previews and playthroughs that didn't happen and players stopped after their one action.
Thank you in advance and I hope soon to have the rules in our e-mails (I am a backer).
Sorry that I am answering you - I hope Sam answers you himself as well. But until then my take on it:
1. An oversight.
2. You can move and then take an action OR take an action and then move. But you cannot split between them (so if you move and take action you cannot continue your unspent movement - it's done if you took action).
@@Michael.Virtus Thanks a lot
It’s weird because the official appendix for the hero states 5 focus as well which does not match the card at all. I’m assuming this is where he got that number from
So I also noticed pulley system room was different than the official appendix so that got me curious to check my game. It seems he is using an early/outdated version of the game as my thordin matches the -5 focus
I think that as soon as the 49 minutes mark in the video the game was lost. The reason I think that? Even if you would have been able to reduce the 2 life bar you need a minimum of 8 enemy phase for the dungeon boss to activate and move (one to leave his lair and the seven other to go to the stair for the ritual) There may be some thing that i don't quite understand yet but, thanks to the unfortunate dungeon composition, you were kinda doomed from the start of the boss fight. I think there should be some way to increase the light in that second phase beside defeating minion.
In any case, I,m still really excited for that game. I know that some thing can change here or there but the game look fun
50:06 you choose one enemy to counter
so what is the reasoning behind laying out all the possible room tiles before they are explored? What happens when you get to a point that you want to keep exploring and there are no more tiles to draw from? I have Masmorra, which uses a similar system to build the maps, but their design of only drawing the tile when you move into the next room seems to make a lot more sense to me than having to lay out a bunch of useless tiles face down that may never get explored. Is there a reason for doing this that I'm missing?
Also I noticed the great axe of the bear is not two handed? But it’s a great axe. Maybe an oversight?
"Great" as in really good, not really big... so a "great" axe... not a "great axe" 🤣
can you play solo with 1 hero or you absolutelly need to control 2.
1. Since the Torch-Tracker is consisting of 2, 3 or 4 players obviously the game needs at least 2 heroes.
2. Also it's really hard to survive with a single hero since when you are knocked down you need a teammate to be in your tile in order to stop an enemy from finishing you (and all players/heroes losing the game immediately), so playing a single hero would be a nightmare to stay alive.
- However even 2 Heroes is not optimal. Because:
3. How the item Sets works is you generally have sets revolving around one of the Stats. The Stats are three types (Strength, Dexterity and Intelligence) but if you have only 2 heroes you will often draw items based on Stat that your Hero(s) doesn't have and you don't need these items. But if you have 3 or 4 heroes (and you pick them covering all the Stats) you will always draw an item with a Stats that you can make good use of.
4. I play a lot of co-op games with 4 heroes. And I play them mostly solo. My experience shows that playing all the heroes even when you play solo is the best way to experience the game. Despite the fact the games are scaling the difficulty for less heroes, still more heroes gives you more map/dungeon control. And also more heroes gives you more diversity of abilities, items, actions and overall gameplay.
So I definitely would advice you to play as many heroes you are allowed to.
@@Michael.Virtus ok thank you for your answer 😀
I do not think Han is in this game, you are thinking of Tiny Epic Star Wars
Wow you are cheating all the time
Not necessarily. This video was from when the Kickstarter first launched. They probably made tweaks since. Making a video then was a terrible idea though.