In the rulebook, page 17, in the 'Connected Keys' note box just below the "III. End Turn" phase, it mentions placing the magic cube you are spending to connect the key, on the actual magic key. Moving it from your character board to the magic key on the card you just played. This helps ensure you are actually spending the magic to connect it, and helps you remember as you look at the entire sequence, which magic keys you actually connected during the encounter for the purpose of some cards referencing you to count those magic keys connected and perform an additional action. It goes on to say, that if the card with a connected magic key is discarded, the magic cube will also be discarded and not returned to the character.
Big thank you to the people who made this video AND a few people commenting below; I have had a helluva time understanding and conducting diplomacy properly in this game. I was counting every connected key in the whole sequence matching the attribute on the encounter card, and so diplomatic encounters were way too easy. I don't know why I couldn't get my mind around this one thing, but anyway, thanks for finally clearing it up for me.
2:30:30 - You only start an encounter with a Guardian if it moves to your space or you move to it's space (or if it doesn't move at start of day and there are characters in it's space). You cannot voluntarily fight it without one of these conditions being met.
@@RobsGamingTable you think the story of the tainted is the best even from oathsworn or isofarian guard? its the best you experienced? if tyes, which is the second?
3:01:30 - Diplomacy. You only move it up once for each connected "special" key that matches the ones on the cards: Page 20 "This Bonus is determined by the Encounter card and the Attribute it attaches to. Go to the description of the current Stage on the Encounter card and see if it contains a rule corresponding to the Attribute this Bonus is connected with. Example: In a stage called Reveal a Forgery, {Caution} Keys might move the track up." Nowhere else do you gain a bonus for something that hasn't connected just because you happen to have that stat, it doesn't make sense you would here. In this example for each Caution or Empathy key linked to the "special" symbol, it moves up one.
You are correct. If you connect the caution key (because your character has the proper caution to do so), and it is the celtic triangle symbol (or in your words the 'special' symbol), then check the meaning on the encounter card, for the current stage, to see if the caution key is listed. If yes, then you get to move the affinity track according to the arrow. If no, then that connection does not work on that encounters stage. So no benefit for making that connection.
3:01:28 - Short answer = yes. In the rulebook, page 19, in the "First Stage - Turn 1" section, if you have a connected key (because your character has the proper attributes) with the celtic triangle symbol, then check the encounter card for the meaning during this encounter. The meaning, is applied for every connected key with this symbol; however, you must also have those attributes for the affinity track to be adjusted. -- This means, if you have the caution attribute, and play a diplomacy card that can connect using caution with the celtic triangle symbol, then you check the encounter cards meaning for the current stage. If caution is listed, then adjust the affinity track accordingly. If it does not have caution in the meaning, then you receive no bonus for connecting on this attribute against this encounter (for this stage of it at least). Diplomacy encounters are meant to be quicker than combat, especially if you have several points spent in those attributes. This symbol is used across all diplomacy player cards and allows for different outcomes across the various diplomacy encounter cards when connected, to help in making each encounter feel different.
This is such a great game. My gf and I play and we adventured more west and have all different scenarios. Our chapter 4 ending was pretty epic. Great story and gameplay so far. Cheers to you both. Love watching your playthrough.
Oh thank you so much for the kind words. I do look forward to replying this in the future and taking a different path to see more of the story. You guys have completed the whole game already?
@@RobsGamingTable No, not at all. We just completed Chapter 5. Probably won't get a chance to play more until after the holidays. Trying not to watch your chapters until after we complete them.
2:21:14 - In the rulebook, page 24 or page 10, in the "Guardians" section, if you fail to defeat a Guardian, place its card on the location where you have triggered it. Then the Guardian is not interacted with until the 'Start of the day' phase when you 'Move' Guardians. Which means, if you escaped from the Guardian and it was put back on your same location, then you may finish your day in that location without being bothered by the Guardian. When you get to the start of the next day and move the Guardian by rolling the D6 and it lands on the blank side, meaning it does not move, you check to see if there are players already on that space, if yes, they must perform the encounter immediately at this time. So you only trigger the Guardian encounter again by leaving the location and then re-entering the location. 2:21:14 - In the rulebook, page 24 or page 10, in the "Guardians" section, when the Guardian encounter is triggered (for the text that outlines the Guardian staying in the location from the D6 roll of it landing on blank and the Guardian staying in the same location, as stated above from page 10 the only way to fight the Guardian in the same location without the Guardian or Character(s) leaving and it being a new day), all characters in the location must fight together against the Guardian. So, Rob encountered the Guardian. Rob escaped the Guardian. Now the Guardian is in the same location and cannot be interacted with until the Start of the Day phase and the Move roll for Guardians triggers the encounter. Error 1 - Mel should not have encountered the Guardian. Error 2 - If the encounter was properly triggered, then all characters in the location would be in the encounter.
2:21:14 - In the rulebook, page 12, in the "Escaping Combat" section, a player may escape at any point during combat. To escape, they must lose 1 energy and must perform the Opportunity attack listed on the encounter card. The card you played had an ability that allowed you to escape without performing the lose 1 energy and opportunity attack?
Just an observation, and someone may have already said it, but at 1:31:25 you talk about how it should be on the rules to put a block on the connecting magic links for tracking. It actually is in the rules to do that. Just an fyi
Not trying to spoil it, but if you guys would have went west instead of east you could have solved your lack of magic issues... that's all I'm going to say :) lol! Great game! Totally hooked.
I really like the playtrough so far, can't wait to play myself. 1:31:01 That was me who said it. Page 16 and 19 of the rulebook grey box about connections.
Rob's Gaming Table Yeah I do. Really like didn't quite go the I wanted. Opted for the fate of the expedition in the west ended up with something else. Next play I will start chapter 10.
2:15:32 - In the rulebook, page 13, in step 5 - Ability, it states only abilities that are active (meaning not covered by another card), remain active throughout the entire encounter. This means, if Player 1 plays the card, uses the active ability, ends their activation with that ability still active (uncovered), then the next player activation (If solo, then same player - if group, then next player) may use this same 'active' ability again. This feels as if you could grind and abuse an ability, but in reality, the opportunity/victory/affinity checks will occur in between each attempt at re-using the active ability. So there are consequences for doing so which are applied in between activation's. In short, you played it correctly. It is the same for either combat (page 13) or diplomacy (page 18). This is different when there are time tokens placed on a card for delayed effect. Once the last time token is removed, the current character that is active must resolve the delayed ability. This ability may only be performed once per encounter. So you may not put more time tokens on the card, as they are only placed on the card at the time it is being played.
OK... so once a weekish... now I know how to try and spread my watch out. I was getting frustrated over the holiday weekend waiting for more (Too Many Bones looks like fun, but I've already written that one off... anxiously awaiting my TG delivery... plan to go "the other way" from you guys. A fun way to pass the time and eventually see how robust the game is). Look forward to it each week.
Yes once a week is the plan but that is not set in stone if things come up but we will do our best. Thanks so much for watching and hopefully you have received your copy by now.
@@RobsGamingTable it sure has, so it'll be a while before I jump back in to your playthrough. Don't worry, though, I'm not gone... you guys still got to sell me on Great Wall last week.
3:43:18 - Rob, when you shifted the map, you did not place all location cards in their proper place. The two across the top should be shifted to the right 1 space each.
28:01 - Rob, you took 3 damage, could you have used one of your items to mitigate some of that damage? 28:19 - Should you have lowered your energy at this time to be below the health limit restriction?
How would you rate the game so far? One encounter was 30 minutes, how would this affect three or four player engagement and play (if they weren’t in that map space with you)?
Encounters are the longest individual sequence in the game. Some are quick, others can be drawn out. It really comes to your cards, and how well you have managed your deck. For Rob and Mel in these series of videos showcasing their play through of the game, they have not focused on their decks, meaning, they are going through encounters with the standard decks without improving them. Of course, they have received 1-2 free upgrades, but they could have around 6-7 upgrades to the decks if they had chose to do that instead of the attribute increases. The card upgrades take 2 experience, while the attribute increases have taken 4 and 6 experience each time thus far. So yes, 30 minutes is a while for a group to sit through, but they can be doing other events while you handle your encounter, so really no down time. They can also join you. Rob and Mel explained at the beginning of the video, that since they are recording this for UA-cam, they focus solely on player at a time to create less confusion for the viewers. They also are explaining every thought, which adds to the time to execute. So do not take the 30 minutes by them as a baseline for how this will play out for you. The game is great, and the encounters are a great asset to the game, as it is one of its' strongest elements. (Making decisions and dealing with those consequences in a choose-your-own-adventure setting, being another). In short, focus on the deck building then the occasional attribute upgrade to have the best chance of winning and winning encounters faster.
As I am watching this video. I feel the combat is increased difficulty because you are playing with two players, which introduced the higher difficulty encounters, but also because you have not focused on your combat cards being improved with your experience. To make it more fun, you need to spend experience on better cards.
I'm always impressed how you guys try and win every fight. So many of these, I'd look at and say "Nope" and escape.
In the rulebook, page 17, in the 'Connected Keys' note box just below the "III. End Turn" phase, it mentions placing the magic cube you are spending to connect the key, on the actual magic key. Moving it from your character board to the magic key on the card you just played. This helps ensure you are actually spending the magic to connect it, and helps you remember as you look at the entire sequence, which magic keys you actually connected during the encounter for the purpose of some cards referencing you to count those magic keys connected and perform an additional action.
It goes on to say, that if the card with a connected magic key is discarded, the magic cube will also be discarded and not returned to the character.
Big thank you to the people who made this video AND a few people commenting below; I have had a helluva time understanding and conducting diplomacy properly in this game. I was counting every connected key in the whole sequence matching the attribute on the encounter card, and so diplomatic encounters were way too easy. I don't know why I couldn't get my mind around this one thing, but anyway, thanks for finally clearing it up for me.
2:30:30 - You only start an encounter with a Guardian if it moves to your space or you move to it's space (or if it doesn't move at start of day and there are characters in it's space). You cannot voluntarily fight it without one of these conditions being met.
Thank you letting us know we will correct this in our future episodes.
@@RobsGamingTable you think the story of the tainted is the best even from oathsworn or isofarian guard? its the best you experienced? if tyes, which is the second?
3:01:30 - Diplomacy. You only move it up once for each connected "special" key that matches the ones on the cards: Page 20 "This Bonus is determined by the Encounter card and the Attribute it attaches to. Go to the description of the current Stage on the Encounter card and see if it contains a rule corresponding to the Attribute this Bonus is connected with. Example: In a stage called Reveal a Forgery, {Caution} Keys might move the track up." Nowhere else do you gain a bonus for something that hasn't connected just because you happen to have that stat, it doesn't make sense you would here. In this example for each Caution or Empathy key linked to the "special" symbol, it moves up one.
You are correct. If you connect the caution key (because your character has the proper caution to do so), and it is the celtic triangle symbol (or in your words the 'special' symbol), then check the meaning on the encounter card, for the current stage, to see if the caution key is listed. If yes, then you get to move the affinity track according to the arrow. If no, then that connection does not work on that encounters stage. So no benefit for making that connection.
3:01:28 - Short answer = yes. In the rulebook, page 19, in the "First Stage - Turn 1" section, if you have a connected key (because your character has the proper attributes) with the celtic triangle symbol, then check the encounter card for the meaning during this encounter. The meaning, is applied for every connected key with this symbol; however, you must also have those attributes for the affinity track to be adjusted. -- This means, if you have the caution attribute, and play a diplomacy card that can connect using caution with the celtic triangle symbol, then you check the encounter cards meaning for the current stage. If caution is listed, then adjust the affinity track accordingly. If it does not have caution in the meaning, then you receive no bonus for connecting on this attribute against this encounter (for this stage of it at least).
Diplomacy encounters are meant to be quicker than combat, especially if you have several points spent in those attributes. This symbol is used across all diplomacy player cards and allows for different outcomes across the various diplomacy encounter cards when connected, to help in making each encounter feel different.
This is such a great game. My gf and I play and we adventured more west and have all different scenarios. Our chapter 4 ending was pretty epic. Great story and gameplay so far. Cheers to you both. Love watching your playthrough.
Oh thank you so much for the kind words. I do look forward to replying this in the future and taking a different path to see more of the story. You guys have completed the whole game already?
@@RobsGamingTable No, not at all. We just completed Chapter 5. Probably won't get a chance to play more until after the holidays. Trying not to watch your chapters until after we complete them.
2:21:14 - In the rulebook, page 24 or page 10, in the "Guardians" section, if you fail to defeat a Guardian, place its card on the location where you have triggered it. Then the Guardian is not interacted with until the 'Start of the day' phase when you 'Move' Guardians. Which means, if you escaped from the Guardian and it was put back on your same location, then you may finish your day in that location without being bothered by the Guardian. When you get to the start of the next day and move the Guardian by rolling the D6 and it lands on the blank side, meaning it does not move, you check to see if there are players already on that space, if yes, they must perform the encounter immediately at this time. So you only trigger the Guardian encounter again by leaving the location and then re-entering the location.
2:21:14 - In the rulebook, page 24 or page 10, in the "Guardians" section, when the Guardian encounter is triggered (for the text that outlines the Guardian staying in the location from the D6 roll of it landing on blank and the Guardian staying in the same location, as stated above from page 10 the only way to fight the Guardian in the same location without the Guardian or Character(s) leaving and it being a new day), all characters in the location must fight together against the Guardian.
So, Rob encountered the Guardian. Rob escaped the Guardian. Now the Guardian is in the same location and cannot be interacted with until the Start of the Day phase and the Move roll for Guardians triggers the encounter. Error 1 - Mel should not have encountered the Guardian. Error 2 - If the encounter was properly triggered, then all characters in the location would be in the encounter.
Thank you for clarifying that for me. I felt while we were playing that is was not right.
2:21:14 - In the rulebook, page 12, in the "Escaping Combat" section, a player may escape at any point during combat. To escape, they must lose 1 energy and must perform the Opportunity attack listed on the encounter card. The card you played had an ability that allowed you to escape without performing the lose 1 energy and opportunity attack?
Just an observation, and someone may have already said it, but at 1:31:25 you talk about how it should be on the rules to put a block on the connecting magic links for tracking. It actually is in the rules to do that. Just an fyi
Not trying to spoil it, but if you guys would have went west instead of east you could have solved your lack of magic issues... that's all I'm going to say :) lol! Great game! Totally hooked.
I really like the playtrough so far, can't wait to play myself.
1:31:01 That was me who said it. Page 16 and 19 of the rulebook grey box about connections.
Oh thank you! Thank so much for watching. Are you still waiting for your copy?
Rob's Gaming Table Yeah I do. Really like didn't quite go the I wanted. Opted for the fate of the expedition in the west ended up with something else. Next play I will start chapter 10.
Wow chapter 10 good luck my friend...
2:15:32 - In the rulebook, page 13, in step 5 - Ability, it states only abilities that are active (meaning not covered by another card), remain active throughout the entire encounter. This means, if Player 1 plays the card, uses the active ability, ends their activation with that ability still active (uncovered), then the next player activation (If solo, then same player - if group, then next player) may use this same 'active' ability again.
This feels as if you could grind and abuse an ability, but in reality, the opportunity/victory/affinity checks will occur in between each attempt at re-using the active ability. So there are consequences for doing so which are applied in between activation's. In short, you played it correctly. It is the same for either combat (page 13) or diplomacy (page 18).
This is different when there are time tokens placed on a card for delayed effect. Once the last time token is removed, the current character that is active must resolve the delayed ability. This ability may only be performed once per encounter. So you may not put more time tokens on the card, as they are only placed on the card at the time it is being played.
OK... so once a weekish... now I know how to try and spread my watch out. I was getting frustrated over the holiday weekend waiting for more (Too Many Bones looks like fun, but I've already written that one off... anxiously awaiting my TG delivery... plan to go "the other way" from you guys. A fun way to pass the time and eventually see how robust the game is).
Look forward to it each week.
Yes once a week is the plan but that is not set in stone if things come up but we will do our best. Thanks so much for watching and hopefully you have received your copy by now.
@@RobsGamingTable it sure has, so it'll be a while before I jump back in to your playthrough. Don't worry, though, I'm not gone... you guys still got to sell me on Great Wall last week.
@@joshuapiland6560 We totally understand with the spoilers. The Great Wall that is such a fun game!
I'm waiting for my copy and I listen/watch to get more of an idea as to how to play
I am glad we could give you something to listen to or watch while you wait. I hope that you have received your game or that it is on its way.
@@RobsGamingTable it arrived Friday at my Home in Washington state while I'm with my wife's family in Oregon
Oh no... Good luck when you do get started.
3:43:18 - Rob, when you shifted the map, you did not place all location cards in their proper place. The two across the top should be shifted to the right 1 space each.
Thank you for catching that we fix this in the next episode, I can not believe we did not notice that.
28:01 - Rob, you took 3 damage, could you have used one of your items to mitigate some of that damage?
28:19 - Should you have lowered your energy at this time to be below the health limit restriction?
33:55 - Good catch, Mel. The energy was lowered to be below the health limit restriction.
How would you rate the game so far? One encounter was 30 minutes, how would this affect three or four player engagement and play (if they weren’t in that map space with you)?
Encounters are the longest individual sequence in the game. Some are quick, others can be drawn out. It really comes to your cards, and how well you have managed your deck. For Rob and Mel in these series of videos showcasing their play through of the game, they have not focused on their decks, meaning, they are going through encounters with the standard decks without improving them. Of course, they have received 1-2 free upgrades, but they could have around 6-7 upgrades to the decks if they had chose to do that instead of the attribute increases. The card upgrades take 2 experience, while the attribute increases have taken 4 and 6 experience each time thus far.
So yes, 30 minutes is a while for a group to sit through, but they can be doing other events while you handle your encounter, so really no down time. They can also join you. Rob and Mel explained at the beginning of the video, that since they are recording this for UA-cam, they focus solely on player at a time to create less confusion for the viewers. They also are explaining every thought, which adds to the time to execute.
So do not take the 30 minutes by them as a baseline for how this will play out for you. The game is great, and the encounters are a great asset to the game, as it is one of its' strongest elements. (Making decisions and dealing with those consequences in a choose-your-own-adventure setting, being another). In short, focus on the deck building then the occasional attribute upgrade to have the best chance of winning and winning encounters faster.
As I am watching this video. I feel the combat is increased difficulty because you are playing with two players, which introduced the higher difficulty encounters, but also because you have not focused on your combat cards being improved with your experience. To make it more fun, you need to spend experience on better cards.