At 1:04:00 you "pay food" which you can't do so you pay 1 hp instead. Check out BGG forum, rules section, post titled "No gold to spend". There is a clarification "Please pay attention to the word 'MUST'. This only happens when you are obligated to pay a resource, not when you voluntarily spend a resource" which the designer of Mini Rogue agrees. There was no MUST when you decided to adjust dungeon dice to avoid a fight.
Mr. Phour, the only potential rules issue is that you were rolling the enemy dice simultaneous with your own during combat. Unless I'm missing something -- I probably am...was it perhaps a special character ability? -- doesn't rolling all the dice at once give you information you shouldn't have when you're resolving your attack? Namely whether the enemy is going to hit or miss you that round. Seems to me you were mashing together a couple of steps in combat that should have been separated. Anyway, this was super fun. Looking forward to seeing the other characters in action!
tl;dr: Combat step 1 says roll ALL dice, step 9 says "consult the Dungeon die". Sorry I am so verbose... That's EXACTLY what I thought! It felt "wrong" - however, I triple checked this because it seemed too good. If someone knows better please let me know if I am interpreting this incorrectly (it wouldn't be the first time, nor the last 😆). Looking at the manual (page 10) we have 11 steps to Combat (or at 0:10:11 in the video, heh), with "Monster Attack Phase" starting at step 9. COMBAT Attack Phase: 1. Simultaneously roll the dice pool: this consists of all your available Character dice, __the Dungeon die__, and the Poison💧die and Curse 💀die (if applicable). 2-7 are "resolve Poison💧/ Curse💀die, remove misses (X's), reroll for Crits (6's)/reroll with Feats if you want, use a Potion. 8. Apply the damage to the Monster. If the Monster survives, continue to the Monster Attack Phase. 9. If the Monster still has HP left, __consult the Dungeon die__ to determine the success of the Monster’s attack: (1=miss, 2-5 hit, 6 hit ignore armor), take your damage. 10. Apply the Monster’s Effects if the attack has reduced your Character’s HP (see Effects) 11. Repeat the Combat sequence until either you or the Monster is dead. I also want to point out that on page 16 it says, "Combat Skills can only be used before a Combat turn." which isn't mentioned anywhere in the Combat turn sequence, so I am interpreting that as "step 0" in the combat sequence. edit: Also found this boardgamegeek.com/thread/2779174/character-dice-and-dungeon-dice
@@CeePhour Ah, you seem to have it correctly, then! I guess it has you roll all the dice like that in the service of keeping the game moving. Fair enough. It does seem a little odd that you can effectively "interrupt" the monster's successful hit, but I'll accept it. : )
At 14:30 you show the Bonfire card rule, but fail to take full benefit of the Bonfire. "When resting at a Bonfire, if your Character card is facedown, flip it faceup to mark the skills as available again."
Remember that Mage / Priestess / Thief / Cleric (the last two are from the Depths of Damnation) have nice exploration skills to use pretty much every time before advancing to Bonfire / Hermit. Free health / exploration / gold is never a bad thing :)
In my opinion, Mage's Foresight is actually overpowered: you can reveal up to SIX room cards (1st compulsory to solve + 2 adjacent rooms after solving the first + up to 3 more with the skill) of the total eight, making delving almost trivial. Useful to avoid danger and get to those Bonfires and Hermits for skill reset. As for the crow, Bird's Eye during Preparation allows to keep the top two cards in the deck for the following floor, get rid of them, or change their order. I believe this is also a very strong skill (life saving if you would otherwise start the floor while low on health with the first rooms having some nasty monster, especially deeper in the dungeon).
AND you can use Foresight to check the two corner rooms which are easiest to miss because your first move within an area always eliminates one of them. That's really powerful if you are looking for a particular room ASAP.
Congrats on making it to the Kickstarter page!
Great fun to watch! Now I want this game =)
It's a lot of fun, and inexpensive. I haven't played with the Depths of Damnation expansion yet, but I hope it makes it a touch more difficult.
At 1:04:00 you "pay food" which you can't do so you pay 1 hp instead. Check out BGG forum, rules section, post titled "No gold to spend". There is a clarification "Please pay attention to the word 'MUST'. This only happens when you are obligated to pay a resource, not when you voluntarily spend a resource" which the designer of Mini Rogue agrees. There was no MUST when you decided to adjust dungeon dice to avoid a fight.
Mr. Phour, the only potential rules issue is that you were rolling the enemy dice simultaneous with your own during combat. Unless I'm missing something -- I probably am...was it perhaps a special character ability? -- doesn't rolling all the dice at once give you information you shouldn't have when you're resolving your attack? Namely whether the enemy is going to hit or miss you that round. Seems to me you were mashing together a couple of steps in combat that should have been separated.
Anyway, this was super fun. Looking forward to seeing the other characters in action!
tl;dr: Combat step 1 says roll ALL dice, step 9 says "consult the Dungeon die". Sorry I am so verbose...
That's EXACTLY what I thought! It felt "wrong" - however, I triple checked this because it seemed too good.
If someone knows better please let me know if I am interpreting this incorrectly (it wouldn't be the first time, nor the last 😆).
Looking at the manual (page 10) we have 11 steps to Combat (or at 0:10:11 in the video, heh), with "Monster Attack Phase" starting at step 9.
COMBAT
Attack Phase:
1. Simultaneously roll the dice pool: this consists of all your available Character dice, __the Dungeon die__, and the Poison💧die and Curse 💀die (if applicable).
2-7 are "resolve Poison💧/ Curse💀die, remove misses (X's), reroll for Crits (6's)/reroll with Feats if you want, use a Potion.
8. Apply the damage to the Monster. If the Monster survives, continue to the Monster Attack Phase.
9. If the Monster still has HP left, __consult the Dungeon die__ to determine the success of the Monster’s attack: (1=miss, 2-5 hit, 6 hit ignore armor), take your damage.
10. Apply the Monster’s Effects if the attack has reduced your Character’s HP (see Effects)
11. Repeat the Combat sequence until either you or the Monster is dead.
I also want to point out that on page 16 it says, "Combat Skills can only be used before a Combat turn." which isn't mentioned anywhere in the Combat turn sequence, so I am interpreting that as "step 0" in the combat sequence.
edit: Also found this boardgamegeek.com/thread/2779174/character-dice-and-dungeon-dice
@@CeePhour Ah, you seem to have it correctly, then! I guess it has you roll all the dice like that in the service of keeping the game moving. Fair enough.
It does seem a little odd that you can effectively "interrupt" the monster's successful hit, but I'll accept it. : )
At 14:30 you show the Bonfire card rule, but fail to take full benefit of the Bonfire. "When resting at a Bonfire, if your Character card is facedown, flip it faceup to mark the skills as available again."
The same applies to Hermit card at 46:30.
Wow, thank you! I have literally missed it EVERY SINGLE TIME I have played (which is about 10 times now) :D
Remember that Mage / Priestess / Thief / Cleric (the last two are from the Depths of Damnation) have nice exploration skills to use pretty much every time before advancing to Bonfire / Hermit. Free health / exploration / gold is never a bad thing :)
In my opinion, Mage's Foresight is actually overpowered: you can reveal up to SIX room cards (1st compulsory to solve + 2 adjacent rooms after solving the first + up to 3 more with the skill) of the total eight, making delving almost trivial. Useful to avoid danger and get to those Bonfires and Hermits for skill reset.
As for the crow, Bird's Eye during Preparation allows to keep the top two cards in the deck for the following floor, get rid of them, or change their order. I believe this is also a very strong skill (life saving if you would otherwise start the floor while low on health with the first rooms having some nasty monster, especially deeper in the dungeon).
AND you can use Foresight to check the two corner rooms which are easiest to miss because your first move within an area always eliminates one of them. That's really powerful if you are looking for a particular room ASAP.