Wrong, you can combine multiple attack cards into a single attack thus you only need to take as single wound. He did remember to add the wound at around 23:50
Hey man... If you like this game you should DEFINITELY try to get your hands on the “Archfiends” expansion. It adds a boss fight at the end of the game. Building walls is no longer a path to victory. I just recently found a gently used copy of “Archfiends” and it adds the finale this game was sorely lacking. Awesome game... my favorite deck builder hands down. Thanks for the play through.
I think you would have lost after 53:02 because you will have no villagers in town at the start of your turn. Also when the monsters hunted the infiltrators I don't think you added corpses to the town. Good play through and better luck next time. I always play 2 handed solo going back to 1st edition. I have never tried the solo version but may give it a shot next time.
Ahh, great point... I don't have the rules with me, but I wonder how that timing works, because I *had* villagers at the start of the turn, but I can't remember offhand when the check for loss/victory would occur. I also don't believe you add corpses when the infiltrators are killed, but again, I'm not 100% sure on that. Something else I'll have to check into. Thanks for the positive feedback too! I really love this game, and look forward to getting it to the table again with a different monster faction. I also think I may give the 2 handed play a shot... while the monsters activate more, it might add a good bit of mitigation to all of the double wound cards. That's brutal.
Thanks for the idea using the heroism token to remind yourself if you run through the monster phases or not.. Great idea!
Thanks for the play through. It looks like you haven’t posted anything in awhile . I’m sorry I missed you , subscribed anyway .
Early on 22:20 you did not add 2 wounds to your deck...when attacking with 2 strikes, melee.
Wrong, you can combine multiple attack cards into a single attack thus you only need to take as single wound. He did remember to add the wound at around 23:50
You forgot that in solo play negatve each hero effects happen twice, so for ther tempest at 33:03 you should have gained 2 wounds.
Hey man... If you like this game you should DEFINITELY try to get your hands on the “Archfiends” expansion. It adds a boss fight at the end of the game. Building walls is no longer a path to victory. I just recently found a gently used copy of “Archfiends” and it adds the finale this game was sorely lacking. Awesome game... my favorite deck builder hands down. Thanks for the play through.
I think you would have lost after 53:02 because you will have no villagers in town at the start of your turn. Also when the monsters hunted the infiltrators I don't think you added corpses to the town. Good play through and better luck next time. I always play 2 handed solo going back to 1st edition. I have never tried the solo version but may give it a shot next time.
Ahh, great point... I don't have the rules with me, but I wonder how that timing works, because I *had* villagers at the start of the turn, but I can't remember offhand when the check for loss/victory would occur. I also don't believe you add corpses when the infiltrators are killed, but again, I'm not 100% sure on that. Something else I'll have to check into.
Thanks for the positive feedback too! I really love this game, and look forward to getting it to the table again with a different monster faction. I also think I may give the 2 handed play a shot... while the monsters activate more, it might add a good bit of mitigation to all of the double wound cards. That's brutal.
@@GeekCityUSA James is right, you lost in the heros act step. You do add a corpse if an infiltrator, who is also counted a villager, dies.
Game designer say you should not use thieving strike in solo play
Thanks! I think I’m going to give this another go but this time using the designer’s recommendation as well as the Skittering Darkness expansion.
Remind me to never play this as a true solo game.