Great playthrough! I love your thought process on stuff as well. For the Nom fight, I think you forgot the 1 True Damage from each Thunderclub attack, but I don't think it would have made much difference with your recover skill die.
23:20 Am I missing something? Shouldn't there be five 1-pt baddies? (it's day 5, so BQ is 5 Baddie points, and the encounter cards says to form the BQ only using 1pt baddies - so five of them)
Hello! I began to study this game and also chose a nom and a picket for the first game. In the final battle, I was killed without a chance. The only moment, at the end of game, besides the nom, there were still enemies. Why didn't you, if the Nom card indicated to form a BQ? Which of us is wrong? (sorry for my English)
Having just played Picket solo against Nom tonight, I would agree. The Thunderclub ability reads: "After Nom's attack, knock target to the farthest position away from its current position *and deal 1 True Dmg*. Honestly his Tyrant die was terrifying for Picket. Between him either wiping out all my defense (also nullifying my ability to do damage with Shield Bashes) with Om Nom or doing True Damage with Thunderclub, I couldn't overcome him this time. Overall, great video here there, and helpful.
I haven't played in almost a year, but if I remember correctly, when there is no valid path to an adjacent empty spot to make an attack from, they don't move. On the other hand, if there is a spot with a clear path to make an attack from, they will move towards that. I recommend you check the rules to be sure though. 😀
I just found this on page 20 of the 2.1 version of the Too Many Bones rules PDF online: "A Melee Baddie will always take the shortest possible route toward an available position adjacent to its target. If there are multiple possible shortest routes, party chooses which it will take. If there are no routes to any targets, the Baddie will not move." That should clear it up. 🤓
Looking through the forums it seems like schools of thought are split on this… some say they’ll stay put if they can’t make it all the way to adjacent, and some say they’ll move closer unless you’re absolutely blocked off (no valid route.) I’m surprised there hasn’t been official input on the faq’s or forums. Everybody must just be comfortable with their own way :)
I'd read this as they move as far as they can. No valid route means they're totally blocked. "They will always target and move TOWARD the closest opposing unit."
I'll be playing my first game solo with Picket soon. Your video helps a lot to follow the sequence and the amount of dice to use etc... Great video.
Great playthrough! I love your thought process on stuff as well. For the Nom fight, I think you forgot the 1 True Damage from each Thunderclub attack, but I don't think it would have made much difference with your recover skill die.
Definitely should have been taking true damage from the thunderclub
it ain't real solo gaming if you don't cheat a little 😉
I love the map mat. I just bought a small box copy at Gen Con and they don't put that in the new box sadly.
23:20 Am I missing something? Shouldn't there be five 1-pt baddies? (it's day 5, so BQ is 5 Baddie points, and the encounter cards says to form the BQ only using 1pt baddies - so five of them)
He chose the option to fight the bigger mob if I recall
@@sparxtheknight oh actually he used a loot to reduce the BQ.
56:32 you have your 3 def dice in the slots. Correct me if Im wrong But I dont think you are allowed to roll additional def dice, are you?
2 Def are in locked slots and these do not count against my Def stat only the active slots do.
18:15 If you were playing with more than 1 Gearloc would option 2 mean that every Gearloc has to exhaust 3 Skill dice? That seems pretty harsh.
That card won’t be in the deck with multiple gearlocs. Only the solo encounters.
@ChristopherOdd Ah of course ^_^
Hello! I began to study this game and also chose a nom and a picket for the first game. In the final battle, I was killed without a chance. The only moment, at the end of game, besides the nom, there were still enemies. Why didn't you, if the Nom card indicated to form a BQ? Which of us is wrong? (sorry for my English)
It says ignore if playing with 1. You just fight him 1v1
Nice vid
you didnt got true damage from club at the boss fight
Having just played Picket solo against Nom tonight, I would agree. The Thunderclub ability reads: "After Nom's attack, knock target to the farthest position away from its current position *and deal 1 True Dmg*. Honestly his Tyrant die was terrifying for Picket. Between him either wiping out all my defense (also nullifying my ability to do damage with Shield Bashes) with Om Nom or doing True Damage with Thunderclub, I couldn't overcome him this time. Overall, great video here there, and helpful.
Day 2 8.25. Day 3 15.50. Day 4 32. Day 5 53. Day 6 1.03
Wait wait wait. When a baddie can’t get next to you, he doesn’t move at all? He just stays there? Or he moves two in order to get closer??
I haven't played in almost a year, but if I remember correctly, when there is no valid path to an adjacent empty spot to make an attack from, they don't move. On the other hand, if there is a spot with a clear path to make an attack from, they will move towards that. I recommend you check the rules to be sure though. 😀
I just found this on page 20 of the 2.1 version of the Too Many Bones rules PDF online: "A Melee Baddie will always take the shortest possible route toward an available position adjacent to its target. If there are multiple possible shortest routes, party chooses which it will take. If there are no routes to any targets, the Baddie will not move."
That should clear it up. 🤓
Looking through the forums it seems like schools of thought are split on this… some say they’ll stay put if they can’t make it all the way to adjacent, and some say they’ll move closer unless you’re absolutely blocked off (no valid route.) I’m surprised there hasn’t been official input on the faq’s or forums. Everybody must just be comfortable with their own way :)
I'd read this as they move as far as they can. No valid route means they're totally blocked. "They will always target and move TOWARD the closest opposing unit."
You kept missing the true damage from the trap fight! You should have been just moving and rolling defense.
the state of this guys fucked up finger nails
You play the Axes wrong. it does not add attack dice to your roll :D just roll one die. Would be too OP
Nom. You cant use attack dice without a target.
Yes you are so right. Thank you.