This is probably my all time favourite Rahdo run-through. You looked so into the game you almost forgot you were filming it! I've ordered it on the strength of this video 👍 The game almost feels like a much cheaper, but more cartoonish version of Return to Dark Tower 😁
Ever watch ONE CRAZY SUMMER? The crazy uncle that locks himself within his room all summer trying to win the radio station summer cash prize.... waiting for you to pull your hair out while playing these games. It's great that you enjoy them so much. Ordered my copy...I have less hair. Haha!
oh my! This kept bugging me. The healing drone did not say she could "convert" a locked die to a heart, it said she can "add" a locked die on it's heart side. So she would just take an extra die and add it to her zone as a locked heart at the end of her turn, leaving whatever locked dice were already there alone, or being still able to use the existing locked dice on her turn. It's basically adding extra healing for the next person (or for herself later, if she didn't move). WHEW! rant over ;)
well it's kind of the same thing in the end. you can always lock or unlock any die for free on your turn. so i was just indicating the change happens after the lock instead of before, but both ways function the same :)
Well, maybe, but my assumption from the wording was that the locked die in this case would not be one of the ones that you rolled on your turn, it would come from the pool of extra dice. In other words, you would still get to use all 6 (or however many you rolled) of your dice, and THEN, after your turn, when everything was used, you would get to lock another die, set to a heart, so you aren't actually "losing" one of your active dice. It's a subtle difference, but it would mean that you could use all your dice instead of having to not use one so it could be saved for later. It's essentially giving you a free, extra die each turn that can only be used to lock in as a heart. Obviously, I am just interpreting what the card says based on the wording and don't have the rules, so nothing says I'm not wrong. Anyway, thanks for always making thrilling runthroughs. I enjoy yours more than most, partially because I frequently find myself going, "wait, don't do that, you should move over there first, and then...." Having said that, I can pretty much always tell if I'm going to like a game from watching you play through it, so keep doing what you're doing, and I'll keep watching!
This looks like a ton of fun! One thing I don't understand though, why reroll the dice if it goes off the board? I don't understand that rule, since you can clearly see from which door it came out, why not just put it in the zone the door is connected to? Anyways, can't wait to mix things up and wreck some faces WITH my fellow monsters!
This is probably my all time favourite Rahdo run-through. You looked so into the game you almost forgot you were filming it! I've ordered it on the strength of this video 👍 The game almost feels like a much cheaper, but more cartoonish version of Return to Dark Tower 😁
Well, I wasn’t sure if I wanted this but the play through convinced me that it’s a lot more involved and interesting than I initially thought.
Ever watch ONE CRAZY SUMMER? The crazy uncle that locks himself within his room all summer trying to win the radio station summer cash prize.... waiting for you to pull your hair out while playing these games. It's great that you enjoy them so much. Ordered my copy...I have less hair. Haha!
oh my! This kept bugging me. The healing drone did not say she could "convert" a locked die to a heart, it said she can "add" a locked die on it's heart side. So she would just take an extra die and add it to her zone as a locked heart at the end of her turn, leaving whatever locked dice were already there alone, or being still able to use the existing locked dice on her turn. It's basically adding extra healing for the next person (or for herself later, if she didn't move). WHEW! rant over ;)
well it's kind of the same thing in the end. you can always lock or unlock any die for free on your turn. so i was just indicating the change happens after the lock instead of before, but both ways function the same :)
Well, maybe, but my assumption from the wording was that the locked die in this case would not be one of the ones that you rolled on your turn, it would come from the pool of extra dice. In other words, you would still get to use all 6 (or however many you rolled) of your dice, and THEN, after your turn, when everything was used, you would get to lock another die, set to a heart, so you aren't actually "losing" one of your active dice. It's a subtle difference, but it would mean that you could use all your dice instead of having to not use one so it could be saved for later. It's essentially giving you a free, extra die each turn that can only be used to lock in as a heart. Obviously, I am just interpreting what the card says based on the wording and don't have the rules, so nothing says I'm not wrong. Anyway, thanks for always making thrilling runthroughs. I enjoy yours more than most, partially because I frequently find myself going, "wait, don't do that, you should move over there first, and then...." Having said that, I can pretty much always tell if I'm going to like a game from watching you play through it, so keep doing what you're doing, and I'll keep watching!
This looks like a ton of fun! One thing I don't understand though, why reroll the dice if it goes off the board? I don't understand that rule, since you can clearly see from which door it came out, why not just put it in the zone the door is connected to? Anyways, can't wait to mix things up and wreck some faces WITH my fellow monsters!
honesly, the only reason to reroll them... it's fun. the game is encouraging you to do a simple but fun thing mroe often :)
@@rahdo Haha fair enough! I do enjoy fun.