I have a suggestion: The fighter grips her sword as she prepares for what's to come. It is up to her to defeat the cult of the cat and save her the city before the cult's dark influence engulfs the land. Even though she hates the dark arts, she must join forces with Varrick the Necromancer for his knowledge of the occult. With his help, even death may not stop her forces. While she waits for Varrick and back up to arrive she pushes back the cult for as long as she can... Play both the Wolf Form and Crushing blow for 16 points of damage. 5 will be used to slay the cat and the cult priest but 11 points will make it through to Demetris. With the gold value, buy Varrick the necromancer. This will make it to where we will always have a Man at Arms to aid us with damage in the future if he can stay on the field and if not, it is always good to have someone to help take damage.
Enraged, Rodenya, the werewolf fighter ignores the cultists and charges the cult's leader. He hurt her allies, her friends. She doesn't hold back and goes straight for the throat of the evil wizard. Demitrius, surprised, tries to jump aside, but he's not quick enough. He screams (like a little girl) as the werewolf tears into his flesh. His minions manage to tear her off, but Demitrius is barely standing. Another crushing blow like that would finish him off... Been a while Rodney, good to see you're still enjoying these games and sharing that with the rest of us!
Totally agree. For those who want it spelled out, buy a fire gem, sac your fire gem (3 damage), expend your ability (2 damage), sac your ability (8 damage), and wolf form (8 damage) all go directly at Pep's face. Pep goes down to 8, and his only life gain comes from his cat. as long as you can manage 5 damage per turn over your next two turns, you'll win, unless Pep can manage to string together some sort of god hand. At this point in the game, you should be sacrificing all of your fire gems/other damage spells. If you have more than 13 or so cards in your deck, sacrifice the wolf form this turn, otherwise you still have a decent chance at drawing it.
The question is; is it worth sacrificing wolf form to make Pep go down to 3 cards for his next hand? Rodney has 11 cards left in his deck if I counted correctly, and no card draw. So, it will be at least 3 turns before we see it again. I'm inclined to say Rodney should discard the wolf form and replace the penultimate sentence in my flavour text with; "His minions start chanting and the full moon turns red. The werewolf turns back into a woman and Demitrius is able to get away from her."
Great video Rodney I love your gameplay vids, you always seem to have lots of fun. I would purchase nature bounty to get the card discard theme going, maybe you're some kind of geo-warrior, and then do 2 damage to the cat and 9 damage to the wizard, i suggest to keep your card abilities for later only using the wolf form base damage and destroy the fire gem.
Personally I would get rid of Pep's champions (or whatever the specific terminology is) and use the remaining 15 (by tapping the shoulder bash and sacrificing the fire gem and crushing blow) to hit the wizard bringing him down to 14. There isnt enough to wipe out Pep in one go and his champions have the ability to hit back at you and although there is a nice 40 points of health of keep you going for a bit Pep does have some strong cards in his deck that could take a chunk of that and i wouldnt want to make that worse by having a cat scratch at you as well. Pep will also be hindered by having to lose a card from his hand helping in this instance as well. You could sacrifice the wolf form for discard another card but i think the hit points will come more useful to finish off Pep if hes still clinging on by the time it comes around again with the remaining 3 coins i would buy another gem to replace the one you have just sacrificed and hope you get something to finish Pep off in your next draw
i bout this game and could not understand how the heck to play and i could not take it back but after i saw this video i easily understood now its my favourite game!!!!
So for a suggestion on what Rodney could do for his turn is attack and buy Attack: so for his attack, use your wolf formation and trash both your fire gem and crushing blow as this together will total 19 damage, and deal the damage to both his cult priest and his cat familiar leaving 13 damage to be dealt to pep making him from 29 health to 16. Buy: so with 5 money to spend you should buy natures bounty as that will help with your future money and will hopefully make pep's hand low on cards. Good Luck to both Rodney and Pep, I feel like Rodney is going to win but have a feeling that pep will use some sort of wizardry power to come back and win.
okay so you can do 21 combat damage if you spend 2 gold for the first warrior ability and also use crushing blow with wolf form then sac the fire gem. 2+8+8+3 = 21. you will also be able to buy a new fire gem to replace the 1 u used, end of turn pat will have 8 life and you will have 40. I like those odds...
Can't wait to see of this. Love those bloopers too haha.. The expansion that lets you play co-op is not out yet (as far as I know) but I have bought all the packs for the classes. It adds so much more to that gameplay.
god damn it, I love you two's positivity and just all around character, what really makes me come back to this channel every time, even if it is not a game that I am that interested in
the 8 point of damage you can always use later, I think you should sacrifice the fire gem and use all you attack to stun the champions. with you money buy nature bounty. You want to improve your chances to draw your green cards .keep stunning his champions and dont forget he has 8 life less because of your smash card
With all of the damage you have, you should start looking to finish the game (this game is going to be so quick! You should play another one, but switch heroes). Use 2 gold to activate Shoulder Bash to kill the Cat Familiar (otherwise he will start gaining health each turn), use the remaining gold to buy another Fire Gem. Sacrifice your current Fire Gem to deal an additional 3 damage, and combine that with your Wolf Form to deal 11 damage to the enemy hero. From there, you're just looking to find another 8 damage from your hand, and combine that with your two special cards for the win!
Use your 5 gold to grab Nature's Bounty, and if anything pops out 1 gold after that buy it (obviously). Burn the Fire Gem for the 3 points of damage, and use all 11 direct to Pat. Ignore the cat, he's not a threat (and taunt Pat about how useless his familiar is!). The Cult Priest isn't worth burning damage off on either, since his synergy isn't huge and you'll have a major Life advantage over Pat at this point.
At 11:34 shouldn't Rodney do 8 damage? And not 6. Two for each men at arms and then another two for each men at arms special ability. Or did i miss something?
I do by best to answer all rules questions on the games I cover, but I avoid individual card effects, as that's a level of detail beyond what I can manage across all the videos I do. I'd suggest checking the rules forum for the game on BoardGameGeek or the publishers website. I hope you can find your answer there - have fun playing!
Not every turn, just for the start of the game (this helps ensure the player who goes first doesn’t have an advantage for getting to take the first turn of the game). After the start of the game, the players always draw back up to 5 cards. You’ll see that if you keep watching, but also keep in mind, we have a separate video that teaches the full rules of the game.
Are you sure that you get to "un-exhaust" your champions at the end of your turn (so that they get to defend during your opponents turn)? It seems weird then that you get the choice of whether to exhaust them or not. When would you not want to do that?
It's actually not a choice, you unexhaust them at the end of your turn (during the discard phase). Can't really go into why the rules are the way they are, as I wasn't involved at that level :)
Watch It Played oh yeah, I get that un-exhausting/untapping is not a choice. I was rather wondering about the exhaust/tapping part (to activate the good stuff). =) If I understood your how-to-play video correctly, the guards won't defend you (i.e. be able to soak up your opponent's damage) if they are exhausted/tapped when your opponent attacks. However under these rules they will never be exhausted/tapped during an opponent's turn - they can't be, unless there are guards which can be exhausted/tapped during opponent's turns. My original question was therefore: when do you not want to exhaust/tap a guard during your turn to get the benefits?
It seems that would only come up in the Emperor format, and the rules there don't say. I'd tend to put them back in the market, but I can't say that's the rule officially, as it doesn't seem to say.
Hello, At 11:21 you play 4 cards and not 5 .. was that intentional or a mistake as I thought you had to always play 5 cards to end your turn other than when it's your first turn and you play 3 ?
well I think he should at the very least use the gold to buy Nature's Bounty as it's a green and will combo with the other green cards he's got.. as for damage.. hmm take out the cat and put the rest on his opponent.
I have a suggestion:
The fighter grips her sword as she prepares for what's to come. It is up
to her to defeat the cult of the cat and save her the city before the
cult's dark influence engulfs the land. Even though she hates the dark
arts, she must join forces with Varrick the Necromancer for his
knowledge of the occult. With his help, even death may not stop her
forces. While she waits for Varrick and back up to arrive she pushes
back the cult for as long as she can...
Play both the Wolf Form and Crushing blow for 16 points of damage. 5 will be used to slay the cat and the cult priest but 11 points will make it through to Demetris.
With the gold value, buy Varrick the necromancer. This will make it to where we will always have a Man at Arms to aid us with damage in the future if he can stay on the field and if not, it is always good to have someone to help take damage.
If I am right you should have reveled spark at 7:21 during the turn, allowing Rodney to buy it.
Very true! We got ahead of ourselves there.
it seem you have 21 combat point, just use all of the it to hit the wizard
Agree, give him the smack down
Enraged, Rodenya, the werewolf fighter ignores the cultists and charges the cult's leader. He hurt her allies, her friends. She doesn't hold back and goes straight for the throat of the evil wizard. Demitrius, surprised, tries to jump aside, but he's not quick enough. He screams (like a little girl) as the werewolf tears into his flesh. His minions manage to tear her off, but Demitrius is barely standing. Another crushing blow like that would finish him off...
Been a while Rodney, good to see you're still enjoying these games and sharing that with the rest of us!
Totally agree. For those who want it spelled out, buy a fire gem, sac your fire gem (3 damage), expend your ability (2 damage), sac your ability (8 damage), and wolf form (8 damage) all go directly at Pep's face. Pep goes down to 8, and his only life gain comes from his cat. as long as you can manage 5 damage per turn over your next two turns, you'll win, unless Pep can manage to string together some sort of god hand. At this point in the game, you should be sacrificing all of your fire gems/other damage spells. If you have more than 13 or so cards in your deck, sacrifice the wolf form this turn, otherwise you still have a decent chance at drawing it.
The question is; is it worth sacrificing wolf form to make Pep go down to 3 cards for his next hand? Rodney has 11 cards left in his deck if I counted correctly, and no card draw. So, it will be at least 3 turns before we see it again. I'm inclined to say Rodney should discard the wolf form and replace the penultimate sentence in my flavour text with; "His minions start chanting and the full moon turns red. The werewolf turns back into a woman and Demitrius is able to get away from her."
Great video Rodney I love your gameplay vids, you always seem to have lots of fun. I would purchase nature bounty to get the card discard theme going, maybe you're some kind of geo-warrior, and then do 2 damage to the cat and 9 damage to the wizard, i suggest to keep your card abilities for later only using the wolf form base damage and destroy the fire gem.
This game is so fun to play ! Thanks for your how to play :) Can't wait to see Game Play 2
Glad you're enjoying - we're going to record it today :)
Personally I would get rid of Pep's champions (or whatever the specific terminology is) and use the remaining 15 (by tapping the shoulder bash and sacrificing the fire gem and crushing blow) to hit the wizard bringing him down to 14. There isnt enough to wipe out Pep in one go and his champions have the ability to hit back at you and although there is a nice 40 points of health of keep you going for a bit Pep does have some strong cards in his deck that could take a chunk of that and i wouldnt want to make that worse by having a cat scratch at you as well.
Pep will also be hindered by having to lose a card from his hand helping in this instance as well. You could sacrifice the wolf form for discard another card but i think the hit points will come more useful to finish off Pep if hes still clinging on by the time it comes around again
with the remaining 3 coins i would buy another gem to replace the one you have just sacrificed and hope you get something to finish Pep off in your next draw
i bout this game and could not understand how the heck to play and i could not take it back but after i saw this video i easily understood now its my favourite game!!!!
So glad this video was helpful for you!
So for a suggestion on what Rodney could do for his turn is attack and buy
Attack: so for his attack, use your wolf formation and trash both your fire gem and crushing blow as this together will total 19 damage, and deal the damage to both his cult priest and his cat familiar leaving 13 damage to be dealt to pep making him from 29 health to 16.
Buy: so with 5 money to spend you should buy natures bounty as that will help with your future money and will hopefully make pep's hand low on cards.
Good Luck to both Rodney and Pep, I feel like Rodney is going to win but have a feeling that pep will use some sort of wizardry power to come back and win.
okay so you can do 21 combat damage if you spend 2 gold for the first warrior ability and also use crushing blow with wolf form then sac the fire gem. 2+8+8+3 = 21. you will also be able to buy a new fire gem to replace the 1 u used, end of turn pat will have 8 life and you will have 40. I like those odds...
Great Game play guys. Loving the game so far.
Thanks for playing along Nick!
2:11 Channel Fireball. Pep's got the best Magic the Gathering combo, better look out Rodney
Can't wait to see of this. Love those bloopers too haha.. The expansion that lets you play co-op is not out yet (as far as I know) but I have bought all the packs for the classes. It adds so much more to that gameplay.
Yep, we're keen to see the co-op adventure!
god damn it, I love you two's positivity and just all around character, what really makes me come back to this channel every time, even if it is not a game that I am that interested in
Thanks for joining us for this play through Lorte :)
Many thanks for this play through! I received the game plus the character packs at Christmas, and haven't yet gotten it to the table. This will help.
Glad you're enjoying!
the 8 point of damage you can always use later, I think you should sacrifice the fire gem and use all you attack to stun the champions. with you money buy nature bounty. You want to improve your chances to draw your green cards .keep stunning his champions and dont forget he has 8 life less because of your smash card
Purchase nature's bounty with your gold, and use Wolf to return the favor for the fireball, dealing the extra damage straight to him.
With all of the damage you have, you should start looking to finish the game (this game is going to be so quick! You should play another one, but switch heroes). Use 2 gold to activate Shoulder Bash to kill the Cat Familiar (otherwise he will start gaining health each turn), use the remaining gold to buy another Fire Gem. Sacrifice your current Fire Gem to deal an additional 3 damage, and combine that with your Wolf Form to deal 11 damage to the enemy hero. From there, you're just looking to find another 8 damage from your hand, and combine that with your two special cards for the win!
For theme, I like AdenineMonkey's story (in kalun lam's suggestion), except you can add that you shouldered the cat out of the way
Use your 5 gold to grab Nature's Bounty, and if anything pops out 1 gold after that buy it (obviously). Burn the Fire Gem for the 3 points of damage, and use all 11 direct to Pat. Ignore the cat, he's not a threat (and taunt Pat about how useless his familiar is!). The Cult Priest isn't worth burning damage off on either, since his synergy isn't huge and you'll have a major Life advantage over Pat at this point.
I kind of want Pep to win just because Wizard > Fighter but I did give a thumbs up for what is probably the best plan.
This fighter cheated and took the werewolf template
Awesome
Only stun the Cat. Put the rest of the damage onto the wizard but don't get rid of the Wolf.
At 7:30, Rodney could bought the spark, didn't he?
Yes, I could have - I goofed!
Awesome!
The outtakes cracked me up.
Glad you enjoyed :)
Use wolf form to stun his blockers and crushing blow and 1fire gem on pep
At 11:34 shouldn't Rodney do 8 damage? And not 6. Two for each men at arms and then another two for each men at arms special ability. Or did i miss something?
The special ability on the Men at Arms does "1" extra damage. So the first one does 2+1, and then the second one does 2+1.
@@WatchItPlayed oh. Ok thanks for answering so quick :)
Good playthrough guys! Were the special packs Kickstarter extras or something from a con?
There was a kickstarter for the game, where you could get them, but they are also something anyone can buy separately.
@Jastemma Hi, but if a card says “can you discard a card from the discard pile or from your hand“ do you have to discard it?
I do by best to answer all rules questions on the games I cover, but I avoid individual card effects, as that's a level of detail beyond what I can manage across all the videos I do. I'd suggest checking the rules forum for the game on BoardGameGeek or the publishers website. I hope you can find your answer there - have fun playing!
So every turn the 1st players draws only 3 cards from his personal deck and the 2nd players draws 5 from his personal deck?
Or i am just confused.
Not every turn, just for the start of the game (this helps ensure the player who goes first doesn’t have an advantage for getting to take the first turn of the game). After the start of the game, the players always draw back up to 5 cards. You’ll see that if you keep watching, but also keep in mind, we have a separate video that teaches the full rules of the game.
@@WatchItPlayed Thanks for clarifying it! :)
Hey Rodney, great gameplay, I'm even more interested into buying this game, just wanted to know how many different hero packs are their to collect?
There are 5 hero packs : fighter, thief, wizard, cleric and ranger
Thanks to Remi for the assist!
Are you sure that you get to "un-exhaust" your champions at the end of your turn (so that they get to defend during your opponents turn)? It seems weird then that you get the choice of whether to exhaust them or not. When would you not want to do that?
It's actually not a choice, you unexhaust them at the end of your turn (during the discard phase). Can't really go into why the rules are the way they are, as I wasn't involved at that level :)
Watch It Played oh yeah, I get that un-exhausting/untapping is not a choice. I was rather wondering about the exhaust/tapping part (to activate the good stuff). =)
If I understood your how-to-play video correctly, the guards won't defend you (i.e. be able to soak up your opponent's damage) if they are exhausted/tapped when your opponent attacks. However under these rules they will never be exhausted/tapped during an opponent's turn - they can't be, unless there are guards which can be exhausted/tapped during opponent's turns. My original question was therefore: when do you not want to exhaust/tap a guard during your turn to get the benefits?
I can't think of any situation where you wouldn't want them unexhausted. Does seem like that would always be best for the player.
I played the kickstarter version a friend had with a lot of extras & is the villain to play the game co-op not in the base game (or out yet)?
No. It's a kickstarter exclusive.
But the upcoming campaign expansion (expected to be released mid 2017) will offer much co-op play.
Thanks to Raphael for the assist!
Just a heads up, but the description links to your Mansions of Madness 2nd Edition instructional video.
Thank you - fixed!
So lets say someone is hording the fire gems when they are sacrificed do they leave the game or can you put them back into the market?
It seems that would only come up in the Emperor format, and the rules there don't say. I'd tend to put them back in the market, but I can't say that's the rule officially, as it doesn't seem to say.
Watch It Played thanks
It is clarified in the rules book, fire gems when sacrificed go back to the fire gems pile in the market row
Hello, At 11:21 you play 4 cards and not 5 .. was that intentional or a mistake as I thought you had to always play 5 cards to end your turn other than when it's your first turn and you play 3 ?
Hey Shawn, if you go back and look at the previous turn, one of Pep's effects caused me to discard a card.
All praise Adanac, Cat of Cats. Forever shall she ignore unbelievers and faithful alike.
well I think he should at the very least use the gold to buy Nature's Bounty as it's a green and will combo with the other green cards he's got.. as for damage.. hmm take out the cat and put the rest on his opponent.
I still do not understand the point of preparing each champion at the end of each turn.
This is to prepare for expansion card effects that could be created later where this would matter.
Do the hero packs come with fixed art or do you have a choice of different fighters or random ones?
The art is fixed.
Anyone catch the old school reference of the Wizard's "Channel Fireball" LOL
Well done :)
2:40 Channel Fireball... for realz?
You caught that? :)
Marshall Suttcliffe and Luis Scott Vargas would be pleased :)