Thank you for the comment! This was the hardest refresher I've had to make, because of the large amount of information that I wanted to cover. Hope you have fun playing. This is an amazing game!
@@CosmicTavern It is fun, but kind of difficult to find a consistent crew for it because of all the different player counts of the scenarios. Also need to play it more often!
When in a cautious stance, the hero can only perform GUARD and REROLL actions. They cannot move or do any other type of action. If you have monsters from the kickstarter you have to play a scenario that includes them or you can download custom scenarios from people that include the monsters you want to play with. There are two websites I recommend. One is the official website where you can download all official Conan scenarios. Some of these may include monsters from the KS that you have. The website is: www.monolithedition.com/conan-en/scenarios/ The second website I recommend is Overlord website, where you can download custom scenarios that other people have made. I think this site also has the official scenarios too though if you want everything in one place. The website is: the-overlord.net/index.php?/forum/12-downloadable-scenarios/ They also have a scenario creator, if you want to write your own scenario. Hope that helps. Thanks for watching!
I don't have AVP but it looks cool! I'll have to check that one out and add it to my list. I should have Zombicide Green Horde soon. Once it's all here I can do a video on it unless you were referring to the first Zombicide. I'm currently trying to make videos for the games I own but haven't made a video for yet. After that I can take requests for what people want to see. I should be able to start filming new videos soon. I had to take a break for a few weeks but I'm going to be starting filming again. Thanks for watching!
Great video, very nice to use to prime new players before playing. You don't have Archipelago by any chance? would love a well explained how to play on that one.
You seem to be well versed in this game. I am stuck on how the Ambidexterity skill is supposed to work. Do you just add the damage of two weapon cards to a single attack or do you just play two separate weapon cards spending gems on each one etc? Thanks.
The Ambidextrous skill says "When this character performs a melee attack, the character can choose 2 of their 1-handed weapons to attack with." I take this to mean that you would assign 1 or more gems to the melee attack space to initiate the attack, then you would be able to attack with both weapons and you would use the melee dice on both of your weapons cards.. So at 5:04 in the video above, let's assume that I had the ambidextrous skill. I assigned 2 gems to the melee attack space (could be 1 gem but for this example let's keep it the same as my video). Let's also assume that I had two 1-handed weapons that each had a yellow dice for a melee attack on them. In total, I would roll four dice. I would roll two orange dice since I assigned those to the melee attack space and then I'd also roll two yellow dice because each weapon's melee attack allows me to roll one yellow die. So in summary, you'd assign as many gems as you want to the melee attack space, which gives you that many dice to roll. Then you'd add the melee attack dice for two of your one handed weapons. Let me know if that answers your question. Thanks for watching!
@@CosmicTavern Yes, that does indeed answer my question and is the way I had settled on doing it but wasn't sure as I had come up with three possible ways the wording could be interpreted into game mechanics. For such a simple game the lack of clarity in some of the rules is a killer. Thanks again for clearing that up.
I got my copy from kickstarter a long time ago and it came with a stretch goals box and some expansion packs. You might be able to check on ebay to see if they are still available. I'm not sure exactly which boxes have allies. I'd ask on the boardgamegeek forums.
15:37 that was completely confusing. It sounds like he's saying that occupied areas are within melee range of all adjacent areas and then turns around and says that melee attacks can't be performed from an occupied area to an adjacent area. Anybody else see the confusion I'm getting and if so can you please explain it? Thanks in advance.
Sorry for the confusion. I'll make a note regarding this so it helps others. I believe the way it works is that you cannot do a melee attack from an occupied space into an adjacent space, however you can do the opposite, which is to do a melee attack from a space adjacent to an occupied space, attacking into the occupied space. So in the example above, the snake could not attack Conan with a melee attack, however Conan could use a melee attack against the snake.
@@CosmicTavern I appreciate that although I'll admit that I'm still confused. Maybe rewording it would help. I appreciate the trouble and the video was very good btw.
@@FellVoice No worries, some of these rules are a little confusing! I double checked and my above comment is correct. The rulebook states: A character cannot end its movement or move across an area if the model’s base could not fit entirely in that area; that area is an occupied area. Occupied areas are considered to be within melee range of all adjacent areas. However, it is not possible to perform a melee attack from an occupied area to an adjacent area. The basic idea is that if you have a character in an area that is adjacent to an occupied area, you can do a melee attack into that occupied area. However, units inside the occupied area cannot attack units in any adjacent areas, using melee attacks. I think they created the rule in this way so that you can't just block a choke point with a ton of units and then turtle, using melee attacks on anyone who gets near. It may have been too unbalanced that way, so they made it so that units inside an occupied area cannot melee attack adjacent areas.
@@CosmicTavern This is a reply to your previous comment. Ok so why, specifically, could the snake not attack Conan and yet Conan could attack it. It might be something in the game's terminology that's screwing with me so just pretend that I'm 10 and explain it that way please. Thank you.
@@FellVoice The reason is that all of those units (the snake, the picts, the wolf thing etc) all fill up the hut space. There isn't room for another figure. If Conan wanted to move into that space to make a melee attack on one of the enemies in that space, he couldn't, because it's full of all of the other enemies and he physically won't fit. That is why this special rule exists. It allows units to use a melee attack in an adjacent space that is completely full of other units. Normally a melee attack is done when units share the same space. As an example let's say that only the snake was in the hut space and only Conan was in the space next to the snake. Since there is still room, either the snake could move into Conan's space, then melee attack him or if it were Conan's turn, Conan could move into the snake's space and melee attack him. In the example at 15:37, Conan could melee attack ANY of the enemies from his current position because that area is completely full of enemies. He cannot move into the snake's space because there is no room. So this special rule comes into play. Let's say that instead Conan's space was completely full of units and only the snake was in the hut. If Conan wanted to attack the snake, he'd have to move into the snake's space first, then do a melee attack. There is room for Conan, so he has to move into the same space as the snake. If on the other hand, the snake wanted to attack Conan with a melee attack, it can't physically move into the same space, because in my example here, Conan's tile is full with other units, so instead the snake can make the melee attack from the adjacent space. In summary, there are two things to remember. 1. if a space is completely filled with units (meaning that no other units can physically fit into that space), then those units in that completely filled space can be melee attacked by units adjacent to the completely filled space. 2. The units inside the completely filled space can NOT melee attack adjacent spaces. This is because they can simply move into the adjacent spaces (because there is room for more units) and then they can use their melee attacks. I hope this helps. If not, maybe someone else can explain it a different way.
Hey Clint, whenever a hero takes damage, you move gems from the fatigue zone (the middle zone) to the wound zone (the far right zone). If you need to move more gems than you have in your fatigue zone, then you take the additional gems from the action spaces above, spell cards or ally tiles. If you ever need more gems than that, then you take gems from the reserve zone as a last resort. If you take a look a little closer at the three zones you'll see some arrows. These will help you remember which way gems move. You'll see that gems can move from the reserve zone (green space) to the fatigue zone and that they can move from the fatigue zone to the reserve zone. Then you just have one arrow going from the fatigue zone to the wound zone, helping you remember that those gems only go one way between those two zones. Let me know if you have any questions about this or need me to clarify further. Thanks for watching!
Another question if I may; the hero's "leap" ability. For scenario #2, heros may leap between the ships. Can I re-roll a leap dice roll by spending a gem in the re-roll action space? Or, do I have to spend x amount of gems back into the movement space equal to the leap value needed to complete the jump? My apologies if this question was phrased poorly.
@@vegasveteran6308 I think you could actually do both. You can spend one gem in the reroll action space to reroll your die and you can do this as many times as you want as long as you have enough gems. Additionally, if for whatever you didn't want to reroll, I believe you could also spend 2 movement points to try to leap again. Hope that answers your question! Also, there is an official PDF available from Monolith that has some skill clarifications on it that you might find useful.
@@CosmicTavern You my good sir are truly an American hero! Thank you for the quick response & if you have any specific board game favorites I'd love to try them out.
Instead of using two gems to make an attack why not simply make a single gem attack twice? Each separate attack allows you to roll an additional weapon dice.
If you're talking about hero attacks, it really depends on how strong the overlord unit is that you are trying to kill. There are definitely situations where using one gem for a melee action will kill the overlord unit but sometimes you need a big roll to make sure you get through the armor. Also, the overlord can use a guard action to block incoming damage, so if the hero only rolls two dice it might not be enough.
Correct. At 8:31 I say that even if a character doesn't guard, you can use the armor of ONE of your equipment cards that has the armor benefit. Was this the part you were referring to?
@@atinybard6594 If you are attacked you can choose not to guard and just use one of your armor cards, if you have one. This is a "free" guard essentially. If you choose to use the defense action, and you put one gem on the defense action, you would roll 1 orange die from the guard action, 1 die for the card you're using to guard that has a shield symbol on it and one die from your armor card that has the helmet.
Haha yeah. I was overwhelmed at first, but I really liked the game which is why I made this video. It may seem complex but it plays pretty smooth after a few turns. Though sometimes the specific map rules can be a bit tricky. Also, since you have two sides (the heroes and the overlord), each person playing only has to remember the rules for their side, so that lessens the complexity by half. I think it's easier for the hero team to remember the rules because they'll have more people on that side. The overlord is always solo.
Outstanding video! Clear to the point easy to understand and follow and well organized.
Thank you for the comment! This was the hardest refresher I've had to make, because of the large amount of information that I wanted to cover. Hope you have fun playing. This is an amazing game!
@@CosmicTavern yes, we do have a lot of fun playing it! Great manual, just the one I was looking for!
The examples helped a lot after stating the rule.
Very welcome refresher! :-D
Thanks for watching! I haven't played this game in a while...I really need to get it to the table again.
@@CosmicTavern It is fun, but kind of difficult to find a consistent crew for it because of all the different player counts of the scenarios. Also need to play it more often!
I love you for this, thank you so much
Thanks! Have fun playing the game!
Really excellent video. Very nice work.
Thanks for the comment. This one took a lot of time!
Hi,
Easy and non easy question.
When in cautious stance, can the hero moves ?
Got few heroes and monsters from KS, how to implement them in ?
thanks.
When in a cautious stance, the hero can only perform GUARD and REROLL actions. They cannot move or do any other type of action.
If you have monsters from the kickstarter you have to play a scenario that includes them or you can download custom scenarios from people that include the monsters you want to play with. There are two websites I recommend. One is the official website where you can download all official Conan scenarios. Some of these may include monsters from the KS that you have. The website is: www.monolithedition.com/conan-en/scenarios/
The second website I recommend is Overlord website, where you can download custom scenarios that other people have made. I think this site also has the official scenarios too though if you want everything in one place. The website is: the-overlord.net/index.php?/forum/12-downloadable-scenarios/
They also have a scenario creator, if you want to write your own scenario. Hope that helps. Thanks for watching!
Thanks for making this. Do you plan on doing either Zombiecide or Prodos' AVP?
I don't have AVP but it looks cool! I'll have to check that one out and add it to my list. I should have Zombicide Green Horde soon. Once it's all here I can do a video on it unless you were referring to the first Zombicide. I'm currently trying to make videos for the games I own but haven't made a video for yet. After that I can take requests for what people want to see. I should be able to start filming new videos soon. I had to take a break for a few weeks but I'm going to be starting filming again. Thanks for watching!
Very helpful
Glad it helped! There are a lot of rules, so this video was longer than usual.
Great video, very nice to use to prime new players before playing.
You don't have Archipelago by any chance? would love a well explained how to play on that one.
I don't have Archipelago but I will add it to my list. Thanks for the comment!
You seem to be well versed in this game. I am stuck on how the Ambidexterity skill is supposed to work. Do you just add the damage of two weapon cards to a single attack or do you just play two separate weapon cards spending gems on each one etc? Thanks.
The Ambidextrous skill says "When this character performs a melee attack, the character can choose 2 of their 1-handed weapons to attack with."
I take this to mean that you would assign 1 or more gems to the melee attack space to initiate the attack, then you would be able to attack with both weapons and you would use the melee dice on both of your weapons cards..
So at 5:04 in the video above, let's assume that I had the ambidextrous skill. I assigned 2 gems to the melee attack space (could be 1 gem but for this example let's keep it the same as my video). Let's also assume that I had two 1-handed weapons that each had a yellow dice for a melee attack on them.
In total, I would roll four dice. I would roll two orange dice since I assigned those to the melee attack space and then I'd also roll two yellow dice because each weapon's melee attack allows me to roll one yellow die.
So in summary, you'd assign as many gems as you want to the melee attack space, which gives you that many dice to roll. Then you'd add the melee attack dice for two of your one handed weapons. Let me know if that answers your question. Thanks for watching!
@@CosmicTavern Yes, that does indeed answer my question and is the way I had settled on doing it but wasn't sure as I had come up with three possible ways the wording could be interpreted into game mechanics. For such a simple game the lack of clarity in some of the rules is a killer. Thanks again for clearing that up.
Where did you get the min-sleeves for your cards? 😃
I believe I used Fantasy Flight Mini American sleeves. They come in a yellow package. They fit really well!
Cosmic Tavern thanks!
Where doI get characters with allies? The boxset has none.
I got my copy from kickstarter a long time ago and it came with a stretch goals box and some expansion packs. You might be able to check on ebay to see if they are still available. I'm not sure exactly which boxes have allies. I'd ask on the boardgamegeek forums.
15:37 that was completely confusing. It sounds like he's saying that occupied areas are within melee range of all adjacent areas and then turns around and says that melee attacks can't be performed from an occupied area to an adjacent area. Anybody else see the confusion I'm getting and if so can you please explain it? Thanks in advance.
Sorry for the confusion. I'll make a note regarding this so it helps others. I believe the way it works is that you cannot do a melee attack from an occupied space into an adjacent space, however you can do the opposite, which is to do a melee attack from a space adjacent to an occupied space, attacking into the occupied space. So in the example above, the snake could not attack Conan with a melee attack, however Conan could use a melee attack against the snake.
@@CosmicTavern I appreciate that although I'll admit that I'm still confused. Maybe rewording it would help. I appreciate the trouble and the video was very good btw.
@@FellVoice No worries, some of these rules are a little confusing! I double checked and my above comment is correct.
The rulebook states:
A character cannot end its movement or move across an area if
the model’s base could not fit entirely in that area; that area is an
occupied area. Occupied areas are considered to be within melee
range of all adjacent areas. However, it is not possible to perform
a melee attack from an occupied area to an adjacent area.
The basic idea is that if you have a character in an area that is adjacent to an occupied area, you can do a melee attack into that occupied area. However, units inside the occupied area cannot attack units in any adjacent areas, using melee attacks.
I think they created the rule in this way so that you can't just block a choke point with a ton of units and then turtle, using melee attacks on anyone who gets near. It may have been too unbalanced that way, so they made it so that units inside an occupied area cannot melee attack adjacent areas.
@@CosmicTavern This is a reply to your previous comment. Ok so why, specifically, could the snake not attack Conan and yet Conan could attack it. It might be something in the game's terminology that's screwing with me so just pretend that I'm 10 and explain it that way please. Thank you.
@@FellVoice The reason is that all of those units (the snake, the picts, the wolf thing etc) all fill up the hut space. There isn't room for another figure. If Conan wanted to move into that space to make a melee attack on one of the enemies in that space, he couldn't, because it's full of all of the other enemies and he physically won't fit. That is why this special rule exists. It allows units to use a melee attack in an adjacent space that is completely full of other units. Normally a melee attack is done when units share the same space.
As an example let's say that only the snake was in the hut space and only Conan was in the space next to the snake. Since there is still room, either the snake could move into Conan's space, then melee attack him or if it were Conan's turn, Conan could move into the snake's space and melee attack him.
In the example at 15:37, Conan could melee attack ANY of the enemies from his current position because that area is completely full of enemies. He cannot move into the snake's space because there is no room. So this special rule comes into play. Let's say that instead Conan's space was completely full of units and only the snake was in the hut. If Conan wanted to attack the snake, he'd have to move into the snake's space first, then do a melee attack. There is room for Conan, so he has to move into the same space as the snake. If on the other hand, the snake wanted to attack Conan with a melee attack, it can't physically move into the same space, because in my example here, Conan's tile is full with other units, so instead the snake can make the melee attack from the adjacent space.
In summary, there are two things to remember.
1. if a space is completely filled with units (meaning that no other units can physically fit into that space), then those units in that completely filled space can be melee attacked by units adjacent to the completely filled space.
2. The units inside the completely filled space can NOT melee attack adjacent spaces. This is because they can simply move into the adjacent spaces (because there is room for more units) and then they can use their melee attacks.
I hope this helps. If not, maybe someone else can explain it a different way.
Quick question; when your character suffers damage, do your transfer gems from your reserve zone or your fatigue zone?
Hey Clint, whenever a hero takes damage, you move gems from the fatigue zone (the middle zone) to the wound zone (the far right zone).
If you need to move more gems than you have in your fatigue zone, then you take the additional gems from the action spaces above, spell cards or ally tiles.
If you ever need more gems than that, then you take gems from the reserve zone as a last resort. If you take a look a little closer at the three zones you'll see some arrows. These will help you remember which way gems move. You'll see that gems can move from the reserve zone (green space) to the fatigue zone and that they can move from the fatigue zone to the reserve zone. Then you just have one arrow going from the fatigue zone to the wound zone, helping you remember that those gems only go one way between those two zones. Let me know if you have any questions about this or need me to clarify further. Thanks for watching!
@@CosmicTavern
Thank you!!!
Another question if I may; the hero's "leap" ability. For scenario #2, heros may leap between the ships. Can I re-roll a leap dice roll by spending a gem in the re-roll action space? Or, do I have to spend x amount of gems back into the movement space equal to the leap value needed to complete the jump? My apologies if this question was phrased poorly.
@@vegasveteran6308 I think you could actually do both. You can spend one gem in the reroll action space to reroll your die and you can do this as many times as you want as long as you have enough gems. Additionally, if for whatever you didn't want to reroll, I believe you could also spend 2 movement points to try to leap again. Hope that answers your question!
Also, there is an official PDF available from Monolith that has some skill clarifications on it that you might find useful.
@@CosmicTavern
You my good sir are truly an American hero! Thank you for the quick response & if you have any specific board game favorites I'd love to try them out.
Instead of using two gems to make an attack why not simply make a single gem attack twice? Each separate attack allows you to roll an additional weapon dice.
If you're talking about hero attacks, it really depends on how strong the overlord unit is that you are trying to kill. There are definitely situations where using one gem for a melee action will kill the overlord unit but sometimes you need a big roll to make sure you get through the armor. Also, the overlord can use a guard action to block incoming damage, so if the hero only rolls two dice it might not be enough.
U can't use 2 armor cards in the same defense roll
Correct. At 8:31 I say that even if a character doesn't guard, you can use the armor of ONE of your equipment cards that has the armor benefit. Was this the part you were referring to?
Cosmic Tavern no u can't use the shield and amor in the same defense but have to pick one
@Manuel Castanon So in a guarding action scenario, you only use your Guard action die, and shield die- no armor die? Instead of them all collectively?
@@atinybard6594 If you are attacked you can choose not to guard and just use one of your armor cards, if you have one. This is a "free" guard essentially. If you choose to use the defense action, and you put one gem on the defense action, you would roll 1 orange die from the guard action, 1 die for the card you're using to guard that has a shield symbol on it and one die from your armor card that has the helmet.
This game must have been made by 1000 beaurocrats all trying to make a different game. Such excessive complexity. Yikes.
Haha yeah. I was overwhelmed at first, but I really liked the game which is why I made this video. It may seem complex but it plays pretty smooth after a few turns. Though sometimes the specific map rules can be a bit tricky. Also, since you have two sides (the heroes and the overlord), each person playing only has to remember the rules for their side, so that lessens the complexity by half. I think it's easier for the hero team to remember the rules because they'll have more people on that side. The overlord is always solo.
And you hace not played gotham City chronicles!
They doubled the complexity!!!