The whole last turn was a lot of thinking for a win that would have happened a turn later anyway, but it showed perfectly how the spirit needs you to think completely differently. Brilliant demonstration, can't wait for more!
In my experience, pour time sideways is a feast or famine card (outside of solo obv) in that it mostly does nothing, but every once in a while, it just gives your team the game. It's dependent on your team makeup, as with everything else Days does.
Hi Red. Great vid. Just wondering if you could help explain something to me. Why towards the end of the video did you double call to guard damage? Wouldn't one use have sufficed with 4 damage on the town? Fractured so insane just wondering if i missed something. Don't you just love that fractured and aspects are now in digital? Handelabra did a fantastic job imo.
Don't worry. Had a brain fart moment. Of course you needed to repeat since call to guard does 1 damage flat not per dahan. Got put off by "defend 1 per dahan" text. Has been a long night. Great vid. Love fractured. Really interesting spirit. Awesome video as always.
"The most card plays in the entire game!" In the digital version. Dances up Earthquake would like to have a word 😂 I have to disagree on the Pour Time Sideways being weak and Past Returns being worthless in multiplayer. I play most of my games with 3 or 4 spirits. Pour Time Sideways can literally nullifies a whole board and even more if used correctly and planned around. It is extremely powerful, but it does require a bit of planning ahead. Also, I don't know for digital versions, may be a clarification is missing, but you can pay the energy *collectively* for Past Returns. So while it costs a whole lot of time, I definitely think it's worth using sometimes. And even more against strong adversaries, where you can also prevent an Escalation by moving a Tier 1 card back in. Are they situational ? Absolutely, yes. Are they weak and/or useless ? Absolutely not.
Dances can't play more than 6 cards in a single turn. Fractured can play up to 7. Past Returns is a bargain in solo. 1 Energy and 1 time is excellent value. In games over 2 players, the cost of time is too great and the card has massive diminishing turns. I can't imagine Fractured paying 6 time for this card (yes I know the energy can be payed for by other spirits). PTS gets played for it's effect maybe 1 time in 50 games? The card tends to be win more in my experience. The player is better off utilizing slips more effectively.
@@RedReVenge007 Dances literally need to play at least 7 for his last innate threshold, he would be quite sad stuck at 6 😅 His passive allows him to technically play an infinite number of cards. I'd be curious to calculate it. But I've definitely swung 8-10 a few times, one of my favorite spirits in Nature Incarnate 😊 Can't really disagree on the "win more". And yeah, 6 times is probably way too much. But 4 is doable, and could literally be game winning in some cases. The escalation skip alone is insane against some adversaries (England, I'm looking at you)
Would you mind clarifying one thing with Blur the Arc of Years? If you use that power in a land with both invaders AND Dahan, do you do all the invader text first (i.e. build then ravage) and then do the Dahan text (i.e. add 1, push up to 2)? Or do they both trigger at the same time? So for example, what would happen if you used the power on a land with 1 explorer and 1 Dahan? Would you first build a town, ravage, and kill the Dahan? Or could you say add another Dahan first and then do the invader build and ravage?
The card is executed top to bottom. If invaders are present, it will build then ravage. Then if Dahan are present it would add a Dahan. In your example, you would build a town and kill the Dahan. Usual Fractured Tactics is comboing Blur + Defense in some form such that the defense protects the Dahan, then you clear the invaders and set up Dahan in other lands. It's pretty intricate! I have some gameplay videos showing it coming up!
@@greatbrawler5360 blight rules errata is changed from 2 blight per player to 2 blight per player +1. This change occurred with the branch and claw expansion.
Never understood how strong blur the arc of years was until now, thanks for the video!
The whole last turn was a lot of thinking for a win that would have happened a turn later anyway, but it showed perfectly how the spirit needs you to think completely differently. Brilliant demonstration, can't wait for more!
My favourite spirit. This is a masterclass. Thank u
Ah! You did the basic guide it at last! Thanks!
You can see the Days that Never Were in a more user-friendly interface by clicking on the number of Time you have (between your Energy and Card Plays)
@@georgea5162 I figured this out in my 4th game recording it lol. You’ll see me get excited lol
I've been waiting for this one!
4:05 isn't it 010 for the growth options?
In my experience, pour time sideways is a feast or famine card (outside of solo obv) in that it mostly does nothing, but every once in a while, it just gives your team the game. It's dependent on your team makeup, as with everything else Days does.
It should be good to point that Past Returns energy cost can be paid by all the spirits in a multiplayer game.
Definitely a spirit I’d like to see some multiplayer games with. There are so many interesting things I’m sure you can do with slip and other spirits!
@@zombocom2869 will do!
Was hoping you would make this with Fractured hitting the app. The amount of support you can give turn 2 is wild.
I wonder how the developers solved the interaction between cast down and absolute stasis. Probably a Giant saw...
Hi Red. Great vid. Just wondering if you could help explain something to me. Why towards the end of the video did you double call to guard damage? Wouldn't one use have sufficed with 4 damage on the town? Fractured so insane just wondering if i missed something. Don't you just love that fractured and aspects are now in digital? Handelabra did a fantastic job imo.
Don't worry. Had a brain fart moment. Of course you needed to repeat since call to guard does 1 damage flat not per dahan. Got put off by "defend 1 per dahan" text. Has been a long night. Great vid. Love fractured. Really interesting spirit. Awesome video as always.
"The most card plays in the entire game!"
In the digital version. Dances up Earthquake would like to have a word 😂
I have to disagree on the Pour Time Sideways being weak and Past Returns being worthless in multiplayer.
I play most of my games with 3 or 4 spirits. Pour Time Sideways can literally nullifies a whole board and even more if used correctly and planned around. It is extremely powerful, but it does require a bit of planning ahead.
Also, I don't know for digital versions, may be a clarification is missing, but you can pay the energy *collectively* for Past Returns. So while it costs a whole lot of time, I definitely think it's worth using sometimes. And even more against strong adversaries, where you can also prevent an Escalation by moving a Tier 1 card back in.
Are they situational ? Absolutely, yes. Are they weak and/or useless ? Absolutely not.
Dances can't play more than 6 cards in a single turn. Fractured can play up to 7.
Past Returns is a bargain in solo. 1 Energy and 1 time is excellent value.
In games over 2 players, the cost of time is too great and the card has massive diminishing turns. I can't imagine Fractured paying 6 time for this card (yes I know the energy can be payed for by other spirits).
PTS gets played for it's effect maybe 1 time in 50 games? The card tends to be win more in my experience. The player is better off utilizing slips more effectively.
@@RedReVenge007 Dances literally need to play at least 7 for his last innate threshold, he would be quite sad stuck at 6 😅 His passive allows him to technically play an infinite number of cards. I'd be curious to calculate it. But I've definitely swung 8-10 a few times, one of my favorite spirits in Nature Incarnate 😊
Can't really disagree on the "win more". And yeah, 6 times is probably way too much. But 4 is doable, and could literally be game winning in some cases. The escalation skip alone is insane against some adversaries (England, I'm looking at you)
Would you mind clarifying one thing with Blur the Arc of Years? If you use that power in a land with both invaders AND Dahan, do you do all the invader text first (i.e. build then ravage) and then do the Dahan text (i.e. add 1, push up to 2)? Or do they both trigger at the same time?
So for example, what would happen if you used the power on a land with 1 explorer and 1 Dahan? Would you first build a town, ravage, and kill the Dahan? Or could you say add another Dahan first and then do the invader build and ravage?
The card is executed top to bottom.
If invaders are present, it will build then ravage. Then if Dahan are present it would add a Dahan.
In your example, you would build a town and kill the Dahan.
Usual Fractured Tactics is comboing Blur + Defense in some form such that the defense protects the Dahan, then you clear the invaders and set up Dahan in other lands. It's pretty intricate! I have some gameplay videos showing it coming up!
Why in the board game there are 2 blight in the blight card, and in the video game there are 3 blight?
@@greatbrawler5360 blight rules errata is changed from 2 blight per player to 2 blight per player +1. This change occurred with the branch and claw expansion.
Oh, I missed it. Thank you so much!
I play with JCaesar and I only bring Fractured out for like 6/6 games because of how ridiculous it is.
that's absurd